The market tells you what a good costs. It does not tell you who paid it, who kept selling into the bid, or whether one hand moved the price. Trades answers that, because every transaction in WarEra carries both sides.
https://warera.unikhorne.dev/trades
## BOTH SIDES OF EVERY DEAL

Four lists per window: the biggest buyers, the biggest sellers, the goods by turnover, and the largest single deals.
- Countries and military units appear as parties in their own right, not just the player who pressed the button.
- A player name opens the player page, a unit opens its muster.
- Every number is BTC actually moved, not an order sitting in a book.
An order book is what people are asking for. This is what they got.
## YOUR FILTERS, YOUR THRESHOLDS

- Four windows: the last hour, six hours, a day, or three days.
- Any good, picked from a dropdown of all 59 that have ever traded.
- Any kind of party: players, units or countries.
- Two thresholds, in BTC and in units, that set the smallest deal still worth counting.
Clicking a good in the turnover list filters the whole page down to it.
Everything sits in the address. A find is a link you can send to your unit.
## WORTH A LOOK

Two patterns get flagged, both from the same lines.
- One hand: an actor holding more than a third of a good's turnover on one side of the market.
- Price: a single deal at twice the window's average price or more, with both parties named.
Neither is proof of anything. A large share can be a market maker, a stockpile, or someone filling a war order. A wild price can be a fat finger, a favour between friends, or a wash trade. The page says hints, not verdicts, and it means it.
The window matters here. Over a full day, turnover is large enough that almost nobody holds a third of anything. Over an hour, plenty of people do.
## OPEN ANY LINE

A list tells you who stands out. The next question is always the same: and what is behind that?
Every line has an arrow, and the arrow opens it without leaving the page.
Open a party and you get, per good and in total:
- how much they bought, and what they paid per unit on average
- how much they sold, and what they got per unit on average
- what they spent, what they earned, and the spread between the two averages
- their largest deals, with the counterparty and the time
Open a good and you get its turnover and volume, the highest and lowest unit price anyone actually paid, the biggest buyers and the biggest sellers side by side with the average each of them got, and a bar per hour showing what the good really changed hands for.
The spread is the number worth having, and it is the one an order book cannot give you. Two players can move the same turnover in the same good, in the same hour, one of them buying low and selling high and the other doing exactly the reverse. In a turnover column they look identical. Positive spread means they sold dearer than they bought. A country running a large negative spread is subsidising somebody, whether it meant to or not.
## SEARCH THE WHOLE HISTORY

The lists above are our own recording, and it holds three days. The search is different: it asks the game directly, and it reaches far past that. The jump was checked 120 days back, to 9 May, and it landed within the minute.
- One party (player, unit or country) by name, id or profile link.
- One good, on its own or together with a party.
- Back 24 hours, 7, 30 or 90 days.
You get the same numbers as the detail panel, over the range you asked for: volume and average price per direction, the spread, every good, who they traded with, and the biggest deals of that search.
Any line in a result opens too, so a search leads into the next question instead of ending at a table. And a line you opened can be handed back to the search, to ask the same thing over a longer range.
One honest note about speed, because you will see it. The game indexes goods but not parties. Measured over twenty pages, twice: a page of one good takes 0.08 seconds, a page of one player 1.55. That is a factor of twenty, and it is why a party search reads the range in four parallel slices while a good search simply reads it.
A search therefore runs against a time budget and then tells you exactly how far back it got, with a button to keep going from there. Ninety days of a quiet good comes back complete in eight seconds; ninety days of a busy country does not, and says so.
A number that quietly left half the history out would be worse than a number that admits where it stops.
All of it free, no login: https://warera.unikhorne.dev
(Uni)Khorne